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Ambushes balance

The new calculation for Apparent Size in a party, will match the effective level for a party with several members.

We put to work our simulators and got a nice balance, considering ONLY the player levels and stats.

Equipment and skills have been left out –by now– from our simulators. They would give advantage to experienced players (usually higher levels).

What do you think? should they be having in consideration, giving more advantage to balanced parties with lower players? or is is OK as currently after update 1.1.108, rewarding players who has been playing more time, acquiring equipment and developing skills?

Discussion on Balancing Ambushes

I hope these changes will help with lower levelled players being attacked from top, strong players in the game.

I would prefer punishments for attacking newer players if you are a higher player. Decreases to attack and defenses for players much higher in levels than the parties they are attacking. And perhaps such things as if you take a player out of your squad, you cannot put them back in or replace with another player for 24 hours. This would have to include if players leave your mastership to combat having clones leaving your squad to surf.

And perhaps such things as if you take a player out of your squad, you cannot put them back in or replace with another player for 24 hours. This would have to include if players leave your mastership to combat having clones leaving your squad to surf.

This sounds very interesting for me, though it 'll be not simple to code. It could take some time, but I will note this one. Also I have not forgot the suggestion about seize –temporary at least– players in squads.

What Zab said. The current system still doesn't stop me from attacking just about any one I want, unfairly. The squad thing is interesting. Maybe take into consideration the rank of party members. I still think moving the party at half speed to avoid all ambushes is an idea to think about. Moving under concealment for the whole quest to stop from being ambushed.

This sounds very interesting for me, though it 'll be not simple to code. It could take some time, but I will note this one. Also I have not forgot the suggestion about seize –temporary at least– players in squads.

Can it just not be set on timers like the quests? Understanding maybe even that took a lot of work, I have no real ideas on what coding

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The new calculation for Apparent Size in a party, will match the effective level for a party with several members.

We put to work our simulators and got a nice balance, considering ONLY the player levels and stats.

Equipment and skills have been left out –by now– from our simulators. They would give advantage to experienced players (usually higher levels).

What do you think? should they be having in consideration, giving more advantage to balanced parties with lower players? or is is OK as currently after update 1.1.108, rewarding players who has been playing more time, acquiring equipment and developing skills?